How to Update Stats on Octopath Traveler

Octopath Traveler is a Japanese RPG from Square Enix that draws inspiration from the classic games in the genre, and that means you lot're going to have to grind. A lot.

Octopath makes certain you spend hours in its random battles by having broad gaps in level requirements between the chapters of each character'south story, and past not sharing the experience points yous gain with characters who aren't in your party. Characters volition fall behind if you oft switch your team effectually, and favoring new characters is a skillful style to make certain the residuum of your coiffure is underpowered. And you'll demand everyone decked out if y'all want to chase the endgame and post-game challenges.

Luckily in that location's a trick that makes grinding experience and JP, which unlocks class skills in Octopath Traveler, quite a fleck quicker. Exist warned, however: Information technology's not simple. Hither's how to do information technology.

Only dance!

Primrose, the Dancer grapheme, has an ability chosen Bewildering Grace. This causes her to perform a dance that has a random effect.

Some of these dances provide effects that are beneficial, like restoring your health, your SP (which is mana), or the BP points you use to ability upward your moves.

Simply sometimes Bewildering Grace de-buffs your defenses, drains the SP from your Dancer or takes BP from your entire party, silences your party, or causes you to driblet your items, which renders them inaccessible for the residuum of the battle. It'south a gamble.

This is the jackpot: The 100X multiplier.
Square Enix/Nintendo

Some dances too deal damage to enemies, which is actually not great for our purposes. You lot might fifty-fifty heal your enemy, although in this context it doesn't really matter.

The thing that makes Bewildering Grace interesting is that it can multiply the corporeality of EXP or JP you get at the end of the battle. Common bonuses are double or five times the normal corporeality. You may even get 100 times the normal amount of experience or JP, although this happens very rarely.

The game doesn't tell you lot the probability of getting i of these, only based on my experience there is less than a one pct chance that y'all will get a 100 times multiplier from any given dance.

Since the odds of getting the result you desire from any given dance are very low, you want Primrose to perform as many dances as possible, as quickly every bit possible, to attempt to go the jackpot in a reasonable corporeality of fourth dimension.

This requires using the BP system, which is kind of similar Final Fantasy's Limit Intermission system, to ability upward Primrose'south Bewildering Grace. At the base of operations power level, Primrose performs only ane dance, but she'll do 4 if her ability is charged with three BP. However, since each each of your characters gets 1 BP each turn, yous tin't do the powered upward version very often because of the boring rate at which the game allocates BP. Too, spamming the dance each turn costs a lot of SP, and one of Bewildering Grace'southward random effects can randomly bleed all of Primrose's SP.

Between annoying negative effects and low odds for the all-time outcomes, information technology can appear that Bewildering Grace jackpots get yous EXP or JP slower than grinding out the battles, simply looking for the multipliers becomes a feasible option if you tin rig your political party to help Primrose do a whole agglomeration of dances very quickly.

Okay, don't but dance.

I have a compulsive demand to break every RPG I get my hands on. I am currently working on collecting the secret classes, which I think are supposed to be postgame content, and I still haven't finished chapter two on most of my characters.

Your goal is to gear up the residue of your party to help Primrose spam Bewildering Grace as much equally possible, as fast as possible, while as well mitigating the negative effects that are certain to occur while you lot're spamming hundreds of dances. This volition permit you lot fauna strength your mode to a jackpot.

You tin do this once you reach the second capacity of your characters' stories and tin find the shrines that enable you to equip secondary jobs.

Find the hardest see you can safely defeat, and kill all just one of the monsters in the pack you're fighting earlier you lot start dancing, both to save fourth dimension on enemy battle animations and to limit the harm coming into your party. You'll also want to accept downwards the rest of the pack using unmarried-target attacks to avoid dealing damage to the last enemy. You don't want the damage from your dances to kill it before you lot're washed with information technology.

Hither's what you should have in your party:

  • Tressa and Therion, who should be Thief/Merchant and Merchant/Thief
  • Primrose, who should exist Dancer/Apothecary
  • Ophilia, or somebody else specced into Cleric

And here's what everybody will exist doing:

Merchant-Thieves

The merchant-thieves practice a couple of important things. Get-go of all, merchants can donate their BP to another graphic symbol. Use this ability frequently to charge up your dancer and your cleric.

Second, Merchants have an ability called Rest, which allows them to heal themselves of detrimental status atmospheric condition and regain wellness and SP. This is proficient for dances that get wrong.

Even the 10X multipliers add up quickly
Foursquare Enix/Nintendo

Third, Thieves have an ability called Share SP. They can bleed their ain SP and give a large amount to either your dancer or your cleric. This is crucial to keep your concatenation uninterrupted when Bewildering Grace drains your Dancer's SP after locking your political party out of using items. Which is going to happen.

The merchant-thieves volition be feeding BP to other characters or resting to regain the SP they've gifted nearly every turn but, if they have a spare plow, y'all may want to steal or collect from the enemy you're battling to endeavor to get some extra items or greenbacks.

The Cleric

The Cleric'south divine ability, Aelfric's Auspices, gives a targeted ally a buff that lasts three turns, and causes them to do any motion they perform twice. That means if your dancer has this buff, and performs a Bewildering Grace that is powered upwards with iii BP, and so she'll practice iv dances using the powered-up move, and so exercise four dances once again because of Aelfric's Auspices, for a total of eight dances in a single turn. This dramatically increases the number of dances you tin can perform.

When you cast a buff on a character who already has that buff in Octopath Traveler, the duration of the existing vitrify is added to the total elapsing of the new buff, upwardly to a total possible elapsing of nine turns. You tin maintain 100 percent uptime on a vitrify if one of your characters is defended to maintaining information technology.

Divine Skills like Aelfric'south Auspices require you to spend three BP to bandage them, so yous'll have to feed some BP from your thieves to your Cleric to stack a long duration for this buff on your Dancer. But any time you tin feed BP to your Cleric without interrupting your dancing, you should try to cast another Aelfric's Auspices, so Primrose will produce double the effects from each dance.

The Cleric can besides heal your party every bit needed, to offset the damage y'all take from negative dance furnishings and from the enemy attacking you lot.

The Dancer-Apothecary

The main thing Primrose should exist doing is casting maximum level Bewildering Grace as ofttimes as possible. But there'southward a reason she needs Apothecary every bit her bracket.

2 of the effects of Bewildering Grace are that information technology can silence your party for several turns, or it tin toxicant your party and cause large amounts of damage.

The poison is manageable, usually, simply the silence really slows y'all downwardly. And if yous go striking with a debuff twice, the 2d hit adds to the duration, just like buffs do. And so if you get silenced twice past a Bewildering Grace augmented by Aelfric's Auspices, it tin can prevent your characters from using their skills for v or vi turns. This is bad news when you're focused on speed.

Silence isn't normally much of a problem, as you lot can just use Herb of Clamor to remove the debuff. But you need an alternative programme since Bewildering Grace will disable your item use.

The Apothecary has a move chosen Rehabilitate that removes condition debuffs, and also protects against them for a set number of future turns.

Farshore is a great identify to utilize this technique to grind at lower levels
Nintendo/Square Enix

If y'all ability Rehabilitate upwards with BP, the duration of this protection increases; it lasts five turns with one BP invested. Aelfric's Auspices will crusade yous to cast this twice, so yous become a full nine turns of status immunity on a character by using 1 BP with rehabilitate. I recommend stacking this onto your Dancer, your Cleric and i of your Merchant-Thieves before you begin dancing to keep your team immune from silence.

Also, it is rare but possible for a string of negative effects from Bewildering Grace to kill your party. The Dancer has an ability chosen Encore that can automatically resurrect her if this happens and, if she has Apothecary every bit her secondary class, she can revive the residual of the party.

What nigh everybody else?

This is all very skilful for Therion, Tressa, Ophilia, and Primrose, but how can y'all employ this to ability up the other four characters?

Since Alfyn is already an apothecary, he tin can add Dancer as his secondary grade and practise the same thing Primrose does. The remainder of the characters should accept on a secondary cleric role, since that character doesn't need abilities from two classes. But the going will be a bit slower until your new clerics tin can spend plenty JP on their Cleric class to unlock Aelfric'due south Auspices.

Head to Shrine of the Archmagus when you want to do some college-level grinding
Square Enix/Nintendo

The Starseer Underground Form may exist a skillful secondary for Tressa later in the game instead of Thief; the Starseer gets an ability that causes a graphic symbol to gain two BP per turn instead of one. But that will exit you with merely 1 character who can feed SP to your Dancer when she gets drained.

Can't end, won't stop!

Using this setup, y'all should be able to burn down off eight Bewildering Grace dances about every turn, with delays only when you need to refresh your silence amnesty with Rehabilitate, or when your BP gets completely drained (which is a skillful time to refresh your Rehabilitate).

The only affair that will stop your dance concatenation is if the damage from your dances eventually kills the enemy, or if you get the rare consequence of transforming the monster into a Cait. If that happens, you volition usually still get give times the experience and the JP, then y'all tin but find a new encounter and set it up again.

Being able to brute force this many spins at the Bewildering Grace slot machine turns the 100 times multipliers from rare events to inevitabilities, and this seems to be the fastest way to level up in Octopath Traveler.

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